added debug message system
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98c23cda40
commit
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@ -76,4 +76,8 @@ export default class Vec2{
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toString(): string {
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return "(" + this.x + ", " + this.y + ")";
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}
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toFixed(): string {
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return "(" + this.x.toFixed(1) + ", " + this.y.toFixed(1) + ")";
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}
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}
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36
src/Debug/Debug.ts
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36
src/Debug/Debug.ts
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@ -0,0 +1,36 @@
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import Map from "../DataTypes/Map";
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export default class Debug {
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private static instance: Debug = null;
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logIds: number;
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logMessages: Map<string>;
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constructor(){
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this.logIds = 0;
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this.logMessages = new Map();
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};
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static getInstance(): Debug {
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if(this.instance === null){
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this.instance = new Debug();
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}
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return this.instance;
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}
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log(id: string, message: string): void {
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this.logMessages.add(id, message);
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}
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render(ctx: CanvasRenderingContext2D): void {
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let y = 20;
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ctx.font = "20px Arial";
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ctx.fillStyle = "#000000";
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this.logMessages.forEach((key: string) => {
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ctx.fillText(this.logMessages.get(key), 10, y)
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y += 30;
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});
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}
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}
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@ -3,6 +3,7 @@ import InputReceiver from "../Input/InputReceiver";
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import InputHandler from "../Input/InputHandler";
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import Recorder from "../Playback/Recorder";
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import GameState from "../GameState/GameState";
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import Debug from "../Debug/Debug";
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export default class GameLoop{
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// The amount of time to spend on a physics step
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@ -34,6 +35,7 @@ export default class GameLoop{
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private inputReceiver: InputReceiver;
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private recorder: Recorder;
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private gameState: GameState;
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private debug: Debug;
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constructor(){
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this.maxFPS = 60;
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@ -59,6 +61,7 @@ export default class GameLoop{
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this.inputReceiver = InputReceiver.getInstance();
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this.recorder = new Recorder();
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this.gameState = new GameState();
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this.debug = Debug.getInstance();
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}
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private initializeCanvas(canvas: HTMLCanvasElement, width: number, height: number): CanvasRenderingContext2D {
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@ -76,12 +79,6 @@ export default class GameLoop{
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return this.gameState;
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}
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private renderFPS(ctx: CanvasRenderingContext2D): void {
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ctx.fillStyle = "black";
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ctx.font = "30px Arial"
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ctx.fillText(this.fps.toFixed(1), 5, 5 + 30);
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}
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private updateFrameCount(timestep: number): void {
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this.frame += 1;
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this.numFramesInSum += 1;
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@ -91,6 +88,8 @@ export default class GameLoop{
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this.numFramesInSum = 0;
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this.runningFrameSum = 0;
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}
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this.debug.log("fps", "FPS: " + this.fps.toFixed(1));
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}
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start(): void {
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@ -148,6 +147,6 @@ export default class GameLoop{
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render(): void {
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this.ctx.clearRect(0, 0, this.WIDTH, this.HEIGHT);
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this.gameState.render(this.ctx);
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this.renderFPS(this.ctx);
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this.debug.render(this.ctx);
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}
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}
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@ -1,15 +1,18 @@
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import CanvasNode from "./CanvasNode";
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import Vec2 from "../DataTypes/Vec2";
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import Debug from "../Debug/Debug";
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export default class Player extends CanvasNode{
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velocity: Vec2;
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speed: number;
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debug: Debug;
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constructor(){
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super();
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this.velocity = new Vec2(0, 0);
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this.speed = 300;
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this.size = new Vec2(50, 50);
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this.debug = Debug.getInstance();
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};
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update(deltaT: number): void {
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@ -23,6 +26,8 @@ export default class Player extends CanvasNode{
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this.velocity = dir.scale(this.speed);
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this.position = this.position.add(this.velocity.scale(deltaT));
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this.debug.log("player", "Player Pos: " + this.position.toFixed());
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}
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render(ctx: CanvasRenderingContext2D, origin: Vec2){
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@ -69,8 +69,8 @@ export default class Viewport{
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this.position.x = this.following.getPosition().x - this.size.x/2;
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this.position.y = this.following.getPosition().y - this.size.y/2;
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let [min, max] = this.bounds.split();
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this.position.x = MathUtils.clamp(this.position.x, min.x, max.x - this.size.x/2);
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this.position.y = MathUtils.clamp(this.position.y, min.y, max.y - this.size.y/2);
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this.position.x = MathUtils.clamp(this.position.x, min.x, max.x - this.size.x);
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this.position.y = MathUtils.clamp(this.position.y, min.y, max.y - this.size.y);
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}
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}
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}
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